Melty Blood/MBAACC/Powered Ciel/Full Moon

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Additional Resources

Overview

Playstyle
MBAACC p ciel900 08.png F-PCiel is a versatile zoner with brutal okizeme and pressure.
Pros Cons
  • Space control: Large, disjointed tools allow her to dominate the mid-range in most matchups.
  • Antiairs: Arguably the best antiairs in the entire game, in a game where traditional strong grounded antiairs are uncommon.
  • Combo depth: Fullscreen corner carry and okizeme from any hit, and a unique ability to transition to unburstable airthrow routes at any point.
  • Meter management: Very high meter gain from combos, and EX moves that allow her to safely vent meter in neutral, mid-combo, and on defense to prevent inopportune MAX timing.
  • Projectile okizeme: High quality knockdowns into 624B rocks allow F-PCiel to subject her opponent to unreactable mixups while severely limiting their reversal options.
  • Pressure: Multiple sources of meterless plus frames and forward advancing normals.
  • Comboable throw: One of the strongest throws in the game, able to deal upwards of 3,000 damage while generating a full combo worth of meter.
  • Great options out of shield: Possesses a 5 frame special which leads into a full combo on counterhit, functioning similarly to a Crescent moon EX shield 5A.
  • High commitment neutral tools: Grounded tools all have significant recovery making them susceptible to whiff punishing.
  • Slow aerial mobility: Somewhat linear approach options due to a weak superjump and short airdash.
  • High execution floor: Difficult to pick up and play due to unique move properties and a high reliance on half circle inputs.
  • Combos are easy to reduce: Rhythmic, repetitive loops result in her practical damage often being much lower than it appears on paper.
  • Lackluster defense: Poor defense modifier and no true reversals outside of system mechanics.
  • High jump startup: Uniquely has the slowest jump startup in the entire game, meaning she cannot jump to escape from Full/Half moon shield counters.

Notable Players

Name Color Region Common Venues Status Details
Kouki (コウキ)

Color

Japan Play Spot BIG ONE 2nd Active C-Arc legend with a surprisingly good pocket F-PCiel. Highly aggressive, always looking to force mixups in neutral and bully opponents in close range scrambles. The most optimal F-PCiel by a considerable margin in terms of combos.
Hirohiro (ひろひろ)

Color

Japan Play Spot BIG ONE 2nd Inactive The most prolific arcade F-PCiel main. Very aerial neutral with a focus on proactively putting out large, low commitment hitboxes to control space. Tends to stick with simple, reliable combo routes.
Sunohara (すのはら)

Color

Japan A-Cho Inactive A very old school PCiel player who has tri-mained all three PCiel moons since she was added to the game in version 1.05. Plays a balanced, grounded neutral game, combining zoning with aggression. Does some unique 623AA>2C extensions in midscreen combos.
m

Color

Europe Netplay Inactive The top F-PCiel outside of Japan. Defensive, grounded neutral gameplan with a high emphasis on forcing opponents into making risky aerial approaches. Practical combo selection with strong meter management, and a robust okizeme flowchart focused on exploiting the defensive habits of individual opponents.
TSA

Color

Japan A-Cho Inactive C-Kohaku specialist with many strong secondaries, including F-PCiel. Likes to approach from the air.
Zakuro (ザクロ)

Color

Japan Game Fuji Ichikawa Inactive A player with very creative okizeme, showcasing the full variety of setups available to the character.

General Gameplan

F-PCiel is a strong character with a very flexible toolkit, rewarding a variety of different playstyles with oppressive neutral and offense.

F-PCiel outranges most of the cast with her grounded pokes like 5B, 2C and 236A. She also has variety of strong antiairs such as 2B, 623A, and 7j.C. The true centerpiece of her neutral game, however, is 624B, one of the most powerful and versatile projectiles in the game.

After securing a knockdown, F-PCiel can pull a 624B rock before attacking to greatly restrict her opponent's defensive options, forcing them to defend against her strong overheads like j.A and 3[B]. During pressure, she can easily obtain frame advantage with plus on block moves like 2A, 236[A], and 624B, then abuse her opponent's respect with her devastating throw.

To somewhat balance this, F-PCiel has fairly low HP, and lacks reversals outside of system mechanics. Fortunately, her toolkit synergizes very well with her Full Moon system mechanics, with great options such as 623A out of shield and good pokes to challenge with after EX Guard. Her high meter gain also grants her a fearsome comeback factor, able to easily force herself into MAX to turn the tide of a losing round with Initiative Heat or Circuit Spark.

Neutral

Long range

624B: Rocks are generally safe to pull at long range. Can be played around aggressively or defensively, to hold your ground or to claim large amounts of space and safely approach.

214A: Quickly and effectively denies grounded approaches, and gives large frame advantage on block if you dash in after it. Use this to force opponents to either jump or shield.

Mid range

624B: Rocks are still strong here, but are a large frame commitment vulnerable to aggressive approaches. Useful against passive, conditioned opponents or as part of a mixup with her other midrange tools.

5B: Very big 8f button, allows F-PCiel to easily outpoke most of the cast. Somewhat difficult to whiff punish, but susceptible to being low profiled.

Dash 5B: Surprisingly fast and long range approach option. Useful for catching passive opponents waiting to bait and whiff punish something else. Good pressure starter.

236A: Extremely strong and fast tool to check grounded opponents and disrupt zoning at mid range. Useful for discouraging grounded aggression as it beats almost anything on the ground and is generally only weak to air approaches.

236[A]: Slower, larger version of 236A. Good in certain situations, but generally not as useful as 236A due to the higher frame cost. Very high reward if it hits near the corner.

214A: Similar in application to 236A, but a little safer in exchange for being slower and less rewarding on non-counterhit. Cannot be whiff punished from the ground, unlike 236A. Good at forcing opponents into the air or trading with other projectiles.

623A: Quickly puts you into an aggressive position in the air, while also acting similarly to a conventional j.9A check against aerial approaches due to its low commitment.

Close range

2A: Big 2A. F-PCiel's fastest move on the ground. Good in most situations where it can reach the opponent, and goes into anything you want on hit or block.

5B: 5B. Still a very good button to press at close range if 2A won't reach.

2C: Higher risk, lower reward version of 5B. Slightly shorter, but is faster, cannot be low profiled, and lacks a hurtbox until active. Very unsafe on whiff.

623A: Antiair/scramble move. Relatively safe to whiff, making it generally a good option to use if you feel scared.

2B: Low risk antiair and counterpoke. Strong hitbox, high active frames, low recovery. Very safe defensive button to check a lot of options without giving up your current position like 623A does.

In the air

j.C: Very large, very disjointed air-to-air, with a jump-in crossup hitbox. Somewhat slow, so it is more effective the earlier you press it. The disjoint extends upwards, making it easy for grounded opponents to antiair at most spacings.

j.B: Deep, disjointed jump-in. Beats most antiairs when spaced, but is vulnerable to antiair shield due to PCiel's inability to jump out of air normals.

j.A: Very fast, very active close range button. Good in aerial scrambles and easily confirmed on non-counterhit with j.236AA.

Airthrow: High risk, high reward callout against opponents looking to exploit PCiel's lack of cancel options on block in the air. Feels amazing to land, but pretty unsafe.

624B>j.B: A good way to attack the ground from the air while staying safe. Useful to pin down aggressive grounded movement and gain solid momentum from the frame advantage.

j.214X: A good way to protect your landings if your opponent is seeking to chase down your air movement. Its high recovery is easy to exploit if the opponent is looking for it, however.

j.236AA: A divekick, kind of. Not very good due to the high landing recovery, but can sometimes be used as an escape option if all other movement options are exhausted.

Pressure

5B>6B>624B: Simple, strong pressure sequence which can be looped into itself indefinitely in the corner. 624B is +4 on block at minimum, and 5B and 6B move forward, allowing the 624B to connect in an airtight string against crouching opponents. Weak to EX guard.

Throw: Extremely rewarding throw. Good to structure your pressure around due to the high risk of many defensive actions that beat throw.

2A/5A: +2 and +3 on block respectively. Fast, low hitting A normals. Good for setting up tick throws and catching people who stand tech.

3[B]: Relatively fast overhead. Forces a high/low mixup at close range, but generally ends pressure if blocked.

236[A]: +13 on block. Large, slow, and unshieldable. One of F-PCiel's highest damage starters in the corner. The frame advantage makes it a useful way to reset pressure after pushing yourself out. Also useful as a highly rewarding callout for many defensive options such as jump or shield.

624A: Sometimes useful for punishing low mashes capable of poking underneath 624B. Forces opponents into pre-block from very far away, so it can be used to prevent people from holding upback.

5C: Low invuln move which combos into 236[A] on counterhit for very high damage in the corner. Can be used in throw mixup scenarios as a high reward way to beat low mash/low shield.

Okizeme

Mixup options:
High: 3[B], falling j.A, late airdash j.A.

Low: 3B half charge>2C, empty jump 2A, late airdash j.6C whiff>2A.

Throw: Throw.

Setups (236A Ender)
624[B]: After 236A, pull a charged rock. The rock will hit with a slight delay, leaving a large window of ambiguity where you can either strike, throw, jump, or do nothing. Meaty 2A into a 3B mixup will be airtight, since the rock will hit at the timing between 2A and 3B.

Delay 624B: After 236A, walk backwards slightly or whiff 5A then pull an uncharged rock. Usually done after a rock loop with too few reps for 624[B] to connect afterwards. The rock will hit earlier than it would uncharged, meaning anti-meaty options such as wakeup shield or bunker are stronger and require more active counterplay.

624B>j.B: After an uncharged 624B setup, jump forwards and hit the rock with j.B. Allows for a very safe meaty as you do not make contact with the enemy yourself. Puts opponents into a lot of blockstun, but certain options within this setup can lose to fuzzy 5A mash.

624A>624A: After 236A, whiff one 624A followed by another 624A. Another safe meaty option, but with less blockstun, allowing you to threaten throw afterwards.

236C Ender Setup
624B: After 236C, pull an uncharged rock. Similar to a normal uncharged 624B setup, but a little tighter due to 236C's weaker knockdown compared to 236A.

Defense

Patience: Recommended. PCiel's low health and large hitstun hurtboxes make it very punishing for her to be hit in the corner, so the risk/reward on many defensive actions is skewed heavily against her.

EX Guard: As a Full moon, F-PCiel has access to EX Guard. Very useful to get into the habit of using, as it pushes opponents away and creates openings in their pressure with essentially no opportunity cost.

j.7>sdj9: Despite PCiel's high jump startup, upback is still a reliable defensive option in many scenarios, and her super double jump is one of her few movement options which covers a similar distance to the rest of the cast, allowing her to return to midscreen with relative safety.

Shield: Arguably the character's most reliable defensive option due to her ability to cancel it into 623A, which, unlike shield counter, is inescapable once the shield has been triggered. PCiel's strong shield makes it rewarding to wait for options that can be shielded on reaction, or as a challenge to attempts to enforce frame advantage.

Bunker: Good, long range bunker. Can be used to escape from multi-hitting pressure reset moves, or as a lower reward, slightly lower risk alternative to shield.

Backdash: Surprisingly good backdash. Very strong for escaping midscreen pressure, but has fairly high recovery, making it vulnerable in the corner.

2A: 4f low mash. Good for disrespecting neutral or +1 frame advantage against characters with 5f A normals, and as a relatively safe way to check dashes.

2C: 6f sweep. High risk, medium reward. Extremely fast for its range, allowing PCiel to challenge opponents in many situations they may not typically expect. Very good for forcing trades due to its lack of a hurtbox on startup. Also very unsafe on whiff, often resulting in full crouching grounded punishes.

623A: 5f bufferable move. Can be a good defensive tool in many situations due to the fast startup and very strong hitbox, and is relatively safe on whiff or block.

623C: 1f EX move that sends you into the sky. Very good at disrespecting gaps in pressure, but has a high cost.

236C: Long range EX move with some invuln in the middle, allowing it to go through projectiles sometimes. Not very reliable, and extremely unsafe if blocked.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

The below combos are intended primarily as a starting resource for beginner F-PCiel players. I would encourage players interested in learning F-PCiel to think of her combos less as a strict series of inputs from start to finish and more like a series of individual chunks that can be fit together depending on the situation. F-PCiel's combo routes are very flexible, and the ability to adjust them depending on situation will come with experience and watching a lot of Hirohiro and Kouki match footage. Good luck!

Normal Combos

Condition Notation Damage
vs V.Sion
Notes
Beginner, Midscreen
  • 5B>6B>2C>3C>j.B>2C>236A
3249


Meter Gained: 36,9% Meter Given (vs C-Moon): 12,3%
Basic, easy midscreen confirm ending in 236A knockdown that works anywhere. 2C>3C>j.B forms the core of most of F-PCiel's grounded confirms, so it is important to learn the timing for the j.B delay early.
Corner Carry, Midscreen
  • 5B>6B>2C>3C>j.B>6B>2C>623A~X>2A>236A
4263
Meter Gained: 57,6% Meter Given (vs C-Moon): 19,2% (Video)
Standard midscreen bnb. Mostly consistent across the entire cast, and goes from corner to corner allowing for 624[B] oki. j.B must be delayed for the 6B to connect, and the 623A must be delayed for all of the hits of the followup to connect and allow it to combo into 2A.
Midscreen transition into corner loop
  • 5B>6B>2C>3C>j.B>6B>2C>3C>624B>j.B>2A>3B>2C>624B>3B>2C>236A
4801


Meter Gained: 72.9% Meter Given (vs C-Moon): 24.3%
Advanced combo which transitions from the midscreen route to the corner rock loop when close enough to the corner. In general, the 3C before 624B will need to be delayed in order for the rock to connect. After 624B>j.B, 2C>236A can be used as an ender if 2A will not reach.
Air CH, Midscreen
  • (Air CH) 2C>3C>j.B>rest of combo
Varies


Meter Gained: Varies Meter Given (vs C-Moon): Varies
Easy air CH pickup. 2B>3B>2C can be used instead at close ranges, but it can be awkward to space and time so it is generally not worth it to go for it over simply picking up with 2C.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Rock Loop, Corner
  • 5B>2C>3C>j.B>2B>(3B>2C>624B)x3>3B>624B>3B>2C>624B>3B>2C>236A
5046
Meter Gained: 95.4% Meter Given (vs C-Moon): 33.4% (Video)
Essential corner combo. The damage, meter gain and knockdown granted by this combo are essential in making F-PCiel's hits threatening. Against certain characters such as Satsuki, or with too many hits in the opening ground string, getting 3 full loops in the first half becomes impossible and the third must be omitted.
236[A] starter, Corner
  • 236[A]>66>5B>3C>superjump cancel>j.C>j.236A~X>2A>5A>3B>2C>624B>(rock loop)
5623


Meter Gained: 81.4% Meter Given (vs C-Moon): 27.1%
Far 236[A} starter into rock loop. From closer ranges, 66>3B>2C>3C>j.B can be used to start a rock loop for higher damage, but be aware that the 236[A] will have used up one groundbounce.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
HPCiel-5A.png
Damage Red Damage Proration Cancel Guard
350 151 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 4 5 3 3.15% -

Low-hitting kick. Slightly slower and shorter than 2A.

+3 on block.

5B
5B
5B~B
Fpciel-5B.png
Fpciel-5B~B.png
5B Damage Red Damage Proration Cancel Guard
700 505 70% (O) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 2 18 -2 4.5% -

Midrange poke with good startup and a wide variety of cancel options. Physically slides PCiel's collision box forwards during its animation, giving it deceptively very long range.

The high hitbox makes this move susceptible to being low profiled.

5B~B Damage Red Damage Proration Cancel Guard
500 353 60% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
10 3 24 -9 2.7% -

5B followup. Not very useful for anything due to a combination of high proration, high pushback, high startup and high recovery.

5C
Fpciel-5C.png
Named 'Idol Kick' in the game's files.
Named 'Idol Kick' in the game's files.
Damage Red Damage Proration Cancel Guard
950 707 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 6 24 -12 5.85% Low 3-25

Long range, sliding kick with lower body invulnerability. Strong on paper, but held back by a lack of cancel options and the fact that it halts all dash momentum on use.

One of F-PCiel's highest damage starters on counterhit in the corner, or against standing opponents.

Crouching Normals

2A
Fpciel-2A.png
Damage Red Damage Proration Cancel Guard
300 101 72% (O) -SE-, -N-, -SP-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
4 3 7 2 1.8% -

Fast, low kick with very good range for its speed. One of the better 4 frame normals in the game, good at everything a 2A needs to do.

+2 on block.

2B
Fpciel-2B.png
Damage Red Damage Proration Cancel Guard
900 505 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 5 13 0 4.5% -

Short range attack with a good hitbox, high active frames, and low recovery. Useful as an antiair or as a counterpoke against characters who extend a lot of green.

+0 on block, and beats high shield.

2C
HPCiel-2C.png
Damage Red Damage Proration Cancel Guard
800 303 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 42 -15 4.5% -

Low sweeping kick. Very fast for its range, with only 5 frames of startup. Does not extend any green before becoming active.

42 frames of recovery on whiff and limited cancel options on block make it a somewhat high risk, low reward option in many scenarios.

Jumping Normals

Notes:

  • PCiel's air normals cannot be canceled into other air normals, double jump, air dashes or air throw. They can still be Special/EX canceled on hit or block, however.
  • j.A does not recover in midair, P.Ciel must land before recovering if j.A isn't canceled.
  • If PCiel's j.B, j.C, or j.6C connect with a 624B rock's active frames, she immediately enters a completely neutral state and can take any action, including blocking.
j.A
Fpciel-J.A1.png
Damage Red Damage Proration Cancel Guard
300, 500 (725) (596) 100% SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
6 5 - - 2.7%, 4.5% (7.2%) -

Two hit upwards kick. Launches opponents upwards on hit, even when grounded. F-PCiel's fastest air normal.

Both hits of j.A hit overhead.

j.B
HPCiel-j.B.png
Damage Red Damage Proration Cancel Guard
500 353 100% SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
8 6 - - 3.6% -

Deep kick directly below and in front of PCiel. Very disjointed jump-in. Groundbounces on air hit, allowing for combo continuations.

j.C
Cpcieljc.png
Damage Red Damage Proration Cancel Guard
1000 707 90% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
10 5 - - 6.3% -

Long, disjointed horizontal kick with a slight upwards angle. Extremely powerful air-to-air spacing tool, especially when done with backwards momentum.

Command Normals

3B
3B
3[B]
Cpciel6b.png
3B Damage Red Damage Proration Cancel Guard
600 303 50% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 34 -18 3.6% -

Short overhead swing. Hits mid when uncharged. Knocks airborne opponents down to the ground into a small groundbounce.

Useful as a combo tool, and one half of F-PCiel's grounded high/low mixup when half charged into 2C.

3[B] Damage Red Damage Proration Cancel Guard
700 303 50% (O) N, SP, EX, (J) H
First Active Active Recovery Frame Adv Circuit Invuln
25 2 34 -18 4.5% -

Charged 3B. Overhead. Rather fast for a grounded overhead by Melty standards.

On air hit, knocks opponents to the ground into a higher launching groundbounce. Looks very cool but is mostly impractical outside of certain niche combo extensions at high hitcount.

6B
HPCiel-6B.png
Damage Red Damage Proration Cancel Guard
500 303 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 4 22 -8 3.6% -

Long step forward into a donkey kick. Sends opponents flying into a wallbounce on hit.

Slides forward a great deal, making it useful in pressure and midscreen combos.

3C
Fpciel-3C.png
Damage Red Damage Proration Cancel Guard
1000 672 65% (O) SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 35 -19 3.5% Low 11-24

Flip kick upwards. Pressing 8 after this move will perform a super jump cancel on hit. Not a good antiair despite its appearance, due to extending a large hurtbox upwards before becoming active.

Mostly a combo tool, but has some niche anti-jump applications in corner pressure.

j.6C
Fpciel-J6C.png
Damage Red Damage Proration Cancel Guard
1000 707 80% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
9 5 - - 9.0% -

Short, disjointed command normal that covers above and in front of PCiel. Knocks back into a wallbounce on hit.

Not a very useful move as j.A does most things it does better.

Universal Mechanics

Ground Throw
MBCPCielThrow.png
Damage Red Damage Proration Cancel Guard
600 404 30% (Any) U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 20 - 5.4% -

Ground throw that gives no knockdown but acts as a combo starter. As a throw, the resulting combo is also burst safe for the entire duration.

Dramatically higher reward than most throws, giving a full combo worth of (30% prorated) damage and meter.

Air Throw
Air Throw
j.6/4A+D
MBCPCielThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)
1200
1066 30% (Any if Raw)
(SP, EX)
U
First Active Active Recovery Frame Adv Circuit Invuln
1 1 12 - 14.4% (Raw)
10.8%
-

Somewhat odd airthrow that retains cancel options while leaving the opponent airborne, allowing for combo extensions afterwards.

Resets the bounce limit when used mid-combo, allowing for very long combo extensions with correct routing.

Shield Counter
Shield Counter
236D after a successful Shield (Air OK)
MBHPCielSC.png
MBHPCielSCAir.png
Ground Damage Red Damage Proration Cancel Guard
500 (345) 202 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 18 -4 4.5% -

Standard Full Moon Shield Counter. Launches on hit for an easy pickup with 2C.

Generally overshadowed by 623A out of shield, but still a useful option in certain situations due to its invulnerability.

Air Damage Red Damage Proration Cancel Guard
500 (345) 202 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 - - 4.5% -

Same animation as j.6C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCPCiel214D.png
Bunker Damage Red Damage Proration Cancel Guard
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 4 19 -5 0.0%
(-50.0% in blockstun)
Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 202 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -5 0.0%/-50.0% Strike 1-7

Very long Bunker. Can be low profiled by certain attacks.

Blood Heat
Blood Heat
A+B+C during MAX
MBCPCielHeat.png
Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
14 5 26 - uses all Full 1-19

Second fastest heat startup in the game along with Hime's. Generally not as useful as Initiative Heat.

Circuit Spark
Circuit Spark
A+B+C during hitstun/blockstun at MAX
MBCPCielCSpark.png
MBCPCielCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
10 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Heat activation, the hitbox and frame data doesn't vary between characters. Susceptible to airthrows if performed in the air.

Special Moves

Grounded Specials

236X
Rapid Stake
236A/[A]/B/[B]/C
Fpciel-236A.png
A
A
Cpciel236b-2.png
[A]
[A]
Fpciel-236X.png
B
B
Fpciel-236(X).png
[B]
[B]
Fpciel-236C-1.png
EX
EX
A Damage Red Damage Proration Cancel Guard
1400 808 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
13 4 30 -1 12.6% -

Large, very disjointed grounded poke. Knocks opponents into a fullscreen, untechable knockdown on hit. PCiel's hurtbox retracts during the startup, similarly to C-Nero's 5[C].

-1 on block, but very high recovery makes it unsafe to whiff.

F-PCiel's primary combo ender, giving enough frame advantage for 624[B] setups.

[A] Damage Red Damage Proration Cancel Guard
1700 1212 85% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
25 4 30 13 10.8% -

Charged 236A. Trades twice the startup for twice the range. Blows back into a wallbounce on hit.

+13 on block, air unblockable, and unshieldable.

B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
16 6 37 -10 10.8% -

Slower, upward angled version of 236A. Launches opponents upwards into air tech on hit, and ground tech on counterhit.

Not very useful as an antiair due to its high startup and recovery, and not very useful in combos due to its weak hit properties.

[B] Damage Red Damage Proration Cancel Guard
1700 1212 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
24 6 37 -25 10.8% -

Charged 236B. Launches opponents upwards into an uncomboable ground tech.

Arguably F-PCiel's worst move. It's hard to think of a single use for this.

EX Damage Red Damage Proration Cancel Guard
500, 2500 (2630) (1973) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+9 6 34 -28 -100.0% -

Highly damaging, sliding hitgrab that gives hard knockdown on hit.

Weaker knockdown than 236A, but can be used to convert OTGs into a hard knockdown that still gives enough frame advantage to pull an uncharged 624B.

Has some invuln in the middle, making it occasionally able to disrespect gaps in pressure, but is not very reliable and very unsafe on block.

623X
Shaft Drive
623A/B/C
(623A~X)
Cpciel623a.png
HPCiel-623AX+j.236AX-1.png
623A~X followup
623A~X followup
MBCPCiel623B.png
Cpciel623c.png
A Damage Red Damage Proration Cancel Guard
500*3 (1336) (910) 100% -CH-, -J- LH (1), LHA (2-3)
First Active Active Recovery Frame Adv Circuit Invuln
5 11 19 - 4.5%, 1.8%*2 (8.1%) -

A very fast, very disjointed rising antiair that launches PCiel into the air. Has three hitboxes, one on the ground which is air unblockable, and two in the air which are air blockable.

Jump cancelable and cancelable into 623A~X on whiff, block or hit.

Does not possess any invulnerability, despite its appearance.

~X Damage Red Damage Proration Cancel Guard
350*N 202*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 15 -4 1.8%*N -

623A followup. A downward, multi-hitting divekick from the air to the ground. Knocks airborne opponents down into the ground on hit. Most hitboxes will allow opponents to ground tech, but it has a final grounded hitbox while landing which will launch into a comboable groundbounce.

Essential combo tool, occasional scramble tool in neutral.

Safe on block to anything with more than 2 frames of startup, meaning that most characters can only punish it with throw.

B Damage Red Damage Proration Cancel Guard
500, 1500, 110*4, 1000 (2318) (1643) 100%, 40% (O) - LH (1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 14 27 - 4.5%, 13.5%, 9.0% (27.0%) -

Slower version of Shaft Drive which launches much, much higher into the air. A hitgrab that pulls opponents into an unburstable animation on hit. Grounded hitbox is air unblockable, but aerial hitboxes are air blockable, like 623A.

Leaves PCiel in a neutral state in the air after completing its animation on whiff or block, but forces her to land on hit.

Stronger disjoint and upper body invulnerability than 623A, but significantly slower.

EX Damage Red Damage Proration Cancel Guard
1500, 250*6, 1000 (2489) (1697) 100%, 40% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+1 10 (~40) - -100.0% Full 1

EX Shaft Drive. Fully air unblockable for the entire duration, unlike the non-EX versions. Functions mostly the same as 623B, but without the initial grounded hitbox.

1 frame of startup, and ascends very quickly, making it a fairly strong defensive tool despite the lack of invulnerability.

In combos, this move does a high amount of damage in a lot of hits very quickly, making it an effective killing move as it is difficult to reduce.

214X
Fpciel-214A.png
MBFPCiel214B.png
MBFPCiel214C.png
A Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
15 X 32 -6 13.5% -

Missile. A simple fullscreen horizontal projectile. Launches into air tech on hit. EX cancelable for most of its animation. Fires at a slight downward angle, meaning it cannot be dashed under.

Plus on block at many ranges, making it possible to dash in with 5B afterwards to begin pressure.

B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 X 41 -13 13.5% -

Jump back into a downward aerial missile. It is largely useless and mostly only seen as a misinput 624B.

EX Damage Red Damage Proration Cancel Guard
350*3, 400*8, 2500 (2479) (1651) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+2 X 178 - -100.0% Full 3

EX missile. Fires 3 missiles on the ground before becoming airborne and firing 8 additional missiles, ending in a final one missile which inflicts a hard knockdown which can be picked up with OTG 236[A] or 236C.

Mostly a useless move. Very unsafe on whiff, but surprisingly difficult to punish on block in most scenarios.

63214X
Grand Zappa
63214A/B/[B]/C
(63214A~X)
Fpciel-63214A.png
Fpciel-63214A-chain.png
A followup
A followup
MBFPCiel63214B.png
MBFPCiel63214C.png
A Damage Red Damage Proration Cancel Guard
500 353 75% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
20 X (33) 22 -2 3.6% -

Rock. 624A launches the rock at a shallow horizontal angle, traveling a few character lengths before exploding on its own. Launches into air tech on hit. EX cancelable for most of its animation.

Sometimes useful for pressure and meterless OTG relaunches, but mostly overshadowed by its B version.

~X Damage Red Damage Proration Cancel Guard
650 303 75% (O) SP, EX LH
First Active Active Recovery Frame Adv Circuit Invuln
16 4 23 -10 4.5% -

624A followup. Kicks the rock with 6B's animation, causing it to explode. Shares many properties with 6B, such as knocking back into a wallbounce on hit.

Special and EX cancelable on hit or block.

B Damage Red Damage Proration Cancel Guard
500 353/404 75% (O)/100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
18 X (53) 16 4 3.6%/4.5% -

B Rock. PCiel pulls a rock which launches upwards and in front of her for 53 frames before descending back down to the ground. Launches into air tech on hit.

The character's defining move; an extremely versatile projectile that heavily enables her neutral, combos, pressure, and okizeme.

+4 on block at minimum.

Both the charged and uncharged versions of the rock possess a unique quality which allows F-PCiel to interact with them using her normals. Hitting the rock with any of her B or C normals will send it flying forwards, at slightly different angles depending on the normal used. When this happens, it becomes an entirely new hitbox with unique properties, such as inflicting grounded hitstun instead of launching, and having dramatically higher blockstun.

[B] Damage Red Damage Proration Cancel Guard
500 353/404 75% (O)/100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
33 X (63) 14 14 3.6%/4.5% -

Charged B rock. Launches the rock at a steeper angle than its uncharged version, causing it to fly higher and travel slightly farther horizontally. Shares most of its properties with 624B, but has almost double the startup and slightly lower recovery.

+14 on block at minimum.

Mostly an okizeme tool, but has some niche advantages over 624B in neutral, such as staying active for slightly longer, and its higher launch trajectory unlocking new angles when hitting it with normals.

EX Damage Red Damage Proration Cancel Guard
500, 300*3, 700 (1455) (1109) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+1 20 (1) 6 25 9 -100.0% Full 6

EX rock. Pulls a rock, and then automatically follows up with a kick which shatters the rock into a multi-hitting explosion. Sends the opponent flying into a wallbounce on hit.

+9 on block.

Very useful in corner combos as a meter management tool and for OTG relaunches into rock loops.

Not very useful in pressure, despite its frame advantage, due to being very easy to bunker.

Aerial Specials

j.236X
Shaft Drive (Air)
j.236A/B/C
(j.236A~X)
Cpcielj236a.png
HPCiel-623AX+j.236AX-1.png
j.236A~X followup
j.236A~X followup
Cpcielj236b.png
B/EX
B/EX
A Damage Red Damage Proration Cancel Guard
500*2 (925) (560) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 6 12 - 1.8%*2 (3.6%) -

Airborne version of 623A, with a different input. EX cancelable on hit or block, but cannot be canceled into movement, unlike 623A.

Essential combo tool, as it is F-PCiel's only way to convert non-counter aerial hits due to the unique properties of her air normals.

~X Damage Red Damage Proration Cancel Guard
350*N 202*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 15 -4 1.8%*N -

Followup divekick. Functions the same as the grounded version, but will often hit in strange ways due to the variable height of airborne opponents.

B Damage Red Damage Proration Cancel Guard
1500, 110*4, 1000 (2061) (1403) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 5 12 - 13.5%, 9.0% (22.5%) -

Airborne version of 623B. No cancel options and high landing recovery.

Can be used as a source of meterless burst damage to end a combo with in the air, but it can be difficult to get all of the hits to connect, often resulting in less damage than desired.

EX Damage Red Damage Proration Cancel Guard
1500, 250*9, 1000 (2674) (1811) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+2 5 12 - -100.0% -

Airborne version of 623C. Shares most of its properties with 623B, but is faster and deals more damage.

j.214X
MBFPCielj214AB.png
MBFPCielj214C.png
A/B Damage Red Damage Proration Cancel Guard
1500 1010 50% (O) -EX- LHA
First Active Active Recovery Frame Adv Circuit Invuln
16 X 18 - 13.5% -

Airborne version of F-PCiel's missiles. j.214A fires at a downward angle similar to 214B, while j.214B fires at a shallower angle which covers more horizontal distance.

EX Damage Red Damage Proration Cancel Guard
400*12, 2500 (2651) (1789) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
3+2 X 15 - -100.0% -

Air EX missile. Shoots 12 aerial missiles instead of the grounded version's 8, and deals surprisingly high damage, making it a good way to close out rounds while airborne.

Arc Drive

HPCiel-arcDrive.png
Damage Red Damage Proration Cancel Guard
700, 400*16, 2700 (3526) (2766) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+9 18 27 -12 removes all Full 1-30

PCiel rushes in with the Seventh Holy Scripture. On hit, this finishes with a Rapid Stake-like attack which knocks the opponent down but resets PCiel's position to midscreen. The high damage and long, unburstable animation makes this a practical and stylish way to close out a game-winning round when in MAX.

Fully invincible well beyond startup, making it F-PCiel's only true reversal.

Another Arc Drive

HPCiel-arcDrive.png
Damage Red Damage Proration Cancel Guard
700, 400*16, 7000, 600*8 (4965) (3714) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
2+9 18 27 -12 removes all Full 1-29

Similar to Arc Drive, but the followup on hit does much more damage and launches the opponent upwards.

Last Arc

Numeral Secret Crest - Heavenly Nest
Grounded EX Shield during Blood Heat
MBCPCielLA.png
Damage Red Damage Proration Cancel Guard
52300 (4328 ~ 7254) (3615 ~ 6153) 50% + 50% * remaining BH time - U
First Active Active Recovery Frame Adv Circuit Invuln
0 2 23 - removes all Full

Fullscreen-type Last Arc that is instant and goes into a cutscene on hit. PCiel launches the opponent into the sky and summons a 99-hit lightning strike. Donates a lot of meter.



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